• Breaking News

    Thursday, April 1, 2021

    Factorio TTT #30 - Workshop Support ... Finally!

    Factorio TTT #30 - Workshop Support ... Finally!


    TTT #30 - Workshop Support ... Finally!

    Posted:

    So, I introduced this friend to Factorio and all he does is complain

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    Magic Show (Factorio [Fanmade] Comic Strip # 21)

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    TIL: Inserters take modules out of beacons. I replaced an electric furnace with a beacon, but didn't remove the inserter. Took me a minute to figure out why the furnaces beside weren't getting the speed increase, and also why the beacon wasn't 'accepting' the modules.

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    I just found out about this on the Alt-F4 blog

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    Precision Throughput Meter (3 significant digits)

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    Positive Force

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    The Dolphin Base (Renai Transportation, one rail with jumpy trains)

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    This lil beauty right here is repairing my outposts fully automated. I'm a little bit proud of myself now, after finishing it.

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    a new perspective on trains in factorio

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    A modest Space Exploration tribute

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    Early Game Auto Switch from Solar to Steam at Night (without an Accumulator)

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    Factorio Speedrunning - March Edition Recap

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    Making fuel cells on the spot might be better than it seems

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    8-core, 1.1GW Nuclear Reactor

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    Factorio 1.1 WR Speedrun in 1:04:21 [DOUBLE WR!] Default Settings / Any%...

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    Probably there are smarter ways to handle it. But i like my humble sushi belt.

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    First rocket launch -- full spaghetti, no bots or trains.

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    First rocket launch -- full spaghetti, no bots or trains.

    I just launched my first rocket and then added a satellite and white science setup. My base is completely run by conveyors, with just a couple random factories trying direct insertion. I had read on here to give your base way more room than you think it needs, so it's all pretty spread out.

    Whenever I needed to build something new, my primary concern was "where's the place I already have those materials closest to each other". Then I'd find a big open area near there and start building.

    Top-left:

    https://preview.redd.it/aqpwzzn3xlq61.png?width=3840&format=png&auto=webp&s=cb2ff3e91959b0f7be6fc49b0cab19665d683852

    Top-right:

    https://preview.redd.it/o0slz6s6xlq61.png?width=3840&format=png&auto=webp&s=2c3e93c911eb3fc227cf851112bf10bf3d9fc301

    Bottom-right:

    https://preview.redd.it/tdja0k38xlq61.png?width=3840&format=png&auto=webp&s=9a5a270acc434e62e4d457dfa2cfab83694f5a99

    Bottom-left:

    https://preview.redd.it/vmfn7a7axlq61.png?width=3840&format=png&auto=webp&s=672f4b9d9c3ea3603b55b7e0fa17fbfe49f3f0e3

    Map:

    https://preview.redd.it/fd8zs2agxlq61.png?width=3840&format=png&auto=webp&s=7907c6ce7885aab256bf70751b36d16a687e74ce

    submitted by /u/allanfieldhouse
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    I've got my friend into Factorio and this is our base so far:)

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    Hey fellow engineers, after many hours of playtime I'm looking for more ways to play. What are the best scenarios, custom maps, self imposed rules, etc that you recommend?

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    Over the course of many years, I've played factorio for over 6,000 hours and in that time I've done a whole lot, but I've taken about a year long break from a serious game, and I want to play it more but in different ways.

    The only (not included)scenario I've played is diggy, which was really fun and interesting. Ive played bobs mods, b+a, seablock, etc to death, plus a lot of vanilla and vanilla+ gametime.

    If possible, I want to play through scenarios that change all or some of how the game is played, like diggy did. I'm not specifically looking for vanilla or modded content, but I will say that I don't get much enjoyment from big overhaul mods anymore because you're doing the exact same things you would in vanilla, just with extra steps and products. That certainly adds to the game, but I want to do more than plug 3 products into a machine and deal with 3 outputs, over and over hundreds of times.

    So, what kind of custom maps, scenarios, custom or self imposed rules, etc, would you recommend I play?

    Thanks in advance!

    submitted by /u/vaderciya
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    Full Advanced Circuit Blue Belt

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    https://factorioprints.com/view/-MXDL6PHSkGD0BQTfBW-

    Output:

    • 1 Belt: Advanced Circuit (2.7k/min)

    Input:

    • 2 Belts: Copper Plate (2.8k/min)
    • 2 Belts: Electronic Circuit (3.9k/min)
    • 2 Belts: Plastic (3.9k/min)

    Very open for tips and improvement :)

    submitted by /u/jeengbe
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    Instead of a mall I made a mall train at the green science stage. What a difference!

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    For me, Factorio is about the process more than creating some optimal artifact of a base. I create a lot of new worlds and experiment with progression through the science stages.

    I don't have a picture because I'm at work, but I cobbled together a "mall train" at the green science stage. I have done this with bots, but never this early in the game.

    The train itself is 1-2-1-2. Naturally I use my starter base strictly as a mall, but this time I am automatically loading the train with all my base building products using filtered slots and filter inserters. It took a bit of doing to spaghetti all the items over to the train, and I ended up splitting the job over multiple train stations. I read the belt contents to avoid buffering, say, hundreds of locomotives.

    (I guess I could have done a sushi belt to load the train, but I wanted a decent throughput for items like tracks and belts and carried on with 1 belt lane per item paradigm.)

    Not gonna lie, it was a little tedious setting up the train, but now that I've done it: what a way to expand at this stage. I lay track out to, say, an oil field and take a moderate number of pumpjacks, power poles and pipe from the train. Then I send the train back to the mall and let it chill there and load. If I start to run short on something, I summon the train via a temporary stop and grab more.

    I knew it would be more convenient, but not this convenient. I drastically underestimated how often I would run back to my mall because I had 200 red inserters but 5 power poles. I am also very conscientious about emptying my inventory into the train, so I'm not stuck running around with refineries and chemical plants when I am setting up smelting. My pre-power armor inventory feels huge now!

    submitted by /u/Windbag1980
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    Made my first 4 reactor power plant, and I wanted to share it! :D

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    Robotic Rails Network - Efficient relaying design - Blueprint book

    Posted:

    Robotic Rails Network - Efficient relaying design - Blueprint book

    Cross Overview

    Inspired by RoboRails - A self expanding rail set : factorio (reddit.com) I decided to create my own design and blueprint book to guide robots and materials along the train network.

    Of course every section can later be upgraded with additional intersections by just copy pasting above it.

    In my design cells are separated at every piece, so you do not have to be careful about long sections possibly negating the benefit of separated cells (Robots flying over uncovered terrain).

    With the default requests the network can build itself onward as long as there is enough input material.

    Requests

    Every cell has its own set of constant combinators for setting up requests. The other cells do NOT require the same set of combinators to deliver items. The logic behind this is my favorite about this design (More on that later).

    Kickstart and Basics

    Each cell is kickstarted by sending a logistic bot over by belt (In fact all logistic bot requests are handled by belt). Every important piece of the new cell is within construction range of its neighbors.

    I also took care of looping logistic bot requests between two cells, they happen very rarely and in low frequency. That was a big problem and waste of bots and energy.

    Each cell requests items from all neighbors. The items are transferred at the edge of the logistic network of a cell by inserters.

    Logic

    Edge Transfer

    Now comes the cool part, the request logic.
    Each cell checks if it can supply a neighboring cell with excess material. If that is possible the request is handled by the cell. If the cell cannot supply the request, the request is relayed to it's own neighbors. So a cell will never have a lack of material when supplying a neighbor which in turn will NOT lead to a request loop between two cells. Again wasting bots and energy.

    This request relaying logic allows the cells to have different independent demands. Cool, eh?

    Limitations

    The limitations of the network are a maximum of 48 item stacks as demand (limited by the chest sizes at the edges; could possibly expanded though by adding chests and inserters and wiring them up)

    Blueprint Book

    In the book you will find Straights, U-Turns, Straights + U-Turns, Curves, T-Crosses and Crosses both with and without robot network, as well as the default request and an additional station request.

    Here is the blueprint book:

    Factorio - Robotic Rails Network - KsenoJiva - Pastebin.com

    I am looking forward to your feedback and am glad to answer any questions. Happy Building!

    Note to Mods: I did not want to clutter up the screenshots to much with ALT-mode. If screenshots with ALT-mode are requested I will happily add them later on.

    submitted by /u/71421CP
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